/*
 * This file is part of the Sx Framework Library.
 * 
 * Copyright (C) 2013 University of Colorado Denver
 * <min.choi@ucdenver.edu> <shane.transue@ucdenver.edu>
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 
 * DEALINGS IN THE SOFTWARE.
 */
#ifndef SX_MSM_TS_COLLISION_MODEL_H
#define SX_MSM_TS_COLLISION_MODEL_H

#include <sxTriangleSoupCollisionModel.h>
#include <sxTriangleSoupCollisionEventAggregate.h>
#include <sxMassSpringMesh.h>

namespace Sx {
namespace Simulation {
namespace Collision {
namespace Models {

class MSM_TS_CollisionModel : public Physics::Collision::Models::TriangleSoupCollisionModel<Objects::MassSpringMesh> {
public:
	virtual ~MSM_TS_CollisionModel();
	bool reset(Util::ArrayList<std::shared_ptr<Objects::MassSpringMesh> >& objects);
	bool resolveCollisions(Util::ArrayList<std::shared_ptr<Objects::MassSpringMesh> >& objects, double dt);
};

MSM_TS_CollisionModel::~MSM_TS_CollisionModel() {}

bool MSM_TS_CollisionModel::reset(Util::ArrayList<std::shared_ptr<Objects::MassSpringMesh> >& objects) {
	if ( objects.size() == 0 ) return false;

	this->detectionHandler->reset(objects);
	return true;
}

bool MSM_TS_CollisionModel::resolveCollisions(Util::ArrayList<std::shared_ptr<Objects::MassSpringMesh> >& objects, double dt) {
	if ( this->detectionHandler == nullptr ) return false;
	if ( this->responseHandler == nullptr ) return false;

	//--------------------------------------------------------------------------
	// Clear all of the events from the collision aggregate (from the prev step)
	//--------------------------------------------------------------------------
	static int frameCount = 0;
	this->collisionData->clear();

	//--------------------------------------------------------------------------
	// Perform the collision detection for this time-step
	//--------------------------------------------------------------------------
	this->detectionHandler->performDetection(objects, this->collisionData);
	
	//--------------------------------------------------------------------------
	// Allow the collision detector to skip the newly generated collision events
	// created by the response handler. Then update the objects with their new
	// positions after the collision response.
	//--------------------------------------------------------------------------
	// DO THE EDGES FIRST
	if ( frameCount == 261 )
		int a = 4;
	bool resolvedCollisions = this->responseHandler->performResponse(objects, this->collisionData, true);
	this->update(objects);
	this->detectionHandler->reset(objects);
	
	//frameCount++;
	// THEN DO THE TRIANGLES
	//this->collisionData->clear();
	//this->detectionHandler->performDetection(objects, this->collisionData);
	//resolvedCollisions = this->responseHandler->performResponse(objects, this->collisionData, false);
	//this->update(objects);
	//this->detectionHandler->reset(objects);

	return false;
}

}

}

}

}

#endif
